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Messages - Camerupt

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ROM Hacking Discussion / Re: Finding the Palettes in NES Pinball
« on: May 30, 2016, 09:40:58 pm »
Sometimes palettes get stored backwards in the ROM. If you search for the values you find with  FCEUX's PPU viewer in reverse you should be able to find what you want.



Hahahah! Thank you, worked perfectly!

Mods feel free to delete the thread if you want

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ROM Hacking Discussion / Finding the Palettes in NES Pinball
« on: May 30, 2016, 04:06:40 pm »
I cannot seem to find where the palette data is located in NES Pinball, the usual method of looking at FCEUX's PPU viewer and searching the hex of the palettes in the rom did not work.

So where are they at? Anyone got any idea of how to find them?

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You probably need to sync up the palette in TLP with the bitmap you're importing. Figure out the RGB values for each color you're using in the spritesheet, then change the TLP palette to that value (so make the blue in TLP match the aqua green you're using for the tunic, etc).

Right now it's having to "guess" which color in the Bitmap corresponds to which color you want in the ROM, which is why the yellow is being assigned to the same color as the skin. Hope that helps.
Thank you! This worked perfectly!

My next question though is how can i change which palette an object uses? Meaning if, for example, i wanted to make the Mushroom Retainers call up a different palette than they currently do, how would i do that?

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One thing I noticed right off the bat is that your sprite is using too many colors. The NES, as with all 8-bit Nintendo systems, can only support three colors to a sprite plus transparency.
Shoot! How could i not have noticed that.

Well i feel dumb now, i'll fix it somehow then try again, i'll post back if i still have issues

May 19, 2016, 07:02:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

Alright, i'm using this now and trying to break them into individual sprites before trying to insert them

But when i put it into TLP, it erases all the details off the head


should look like:


How do i import it right and fix this?

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I made a Super Mario Bros hack that's completely done, except i need to import the main character sprites into the rom off of this sheet.



How do i go about doing this correctly? Tile Layer Pro is being a pain about it.

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ROM Hacking Discussion / Re: Pokemon Yellow NES Translation Project
« on: April 17, 2016, 03:39:40 pm »
While playing the game i noticed that when you use Bulk-Up, the game not only says the opponent pokemon was affected instead of you, but also there is a bit of untranslated chinese!

Also the level up moves are really strange compared to the real sets of the Pokemon, are there ever plans to correct those? If possible i can help with that.

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ROM Hacking Discussion / Re: Dragon Warrior hacking help needed
« on: April 16, 2016, 04:38:00 pm »
Thank you for helping me figure it out a bit, things are going well and text hacking has been easy enough, everything else should be okay to do, i have friends who know a bit more about this sort of stuff if i need more help with breakpoints and such.

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ROM Hacking Discussion / Re: Dragon Warrior hacking help needed
« on: April 13, 2016, 06:03:37 pm »
Sounds good, do you know what the limitations are for the enemy sprites before I ask my buddy to make them?

April 13, 2016, 07:19:27 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Also what's the deal with enemy groupings on the overworld map and in dungeons?

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ROM Hacking Discussion / Re: Dragon Warrior hacking help needed
« on: April 13, 2016, 04:08:02 pm »
Ayy it's Silver X!

I have the tbl stuff all set up and checked out but the documentation on data crystal lacks info on other macros that cue the player name, sentence end, and what the correct space is.

As for the enemy and item names, is there some way to repoint them and make them longer? Same for the other text too.

And for enemy sprites it seems like a jumble of tiles in the rom, how did you replace those properly?

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ROM Hacking Discussion / Dragon Warrior hacking help needed
« on: April 12, 2016, 07:38:10 pm »
So i'm making a hack of Dragon Warrior.

I have TownEdit and DW1:Mass Data Editor running in DosBox, they seem to work good so far aside from a major malfunction in DW1MDE where a SEGMENTATION FAULT crashes the program upon trying to load the Red Slime's data.

Aside from those two things, i also want to edit all the game's text including dialogue, item/enemy names, etc., as well as graphics, how do i accomplish this?

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